OpenSimMirror/OpenSim/Region/Physics/Meshing/Extruder.cs

446 lines
16 KiB
C#

/*
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
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* modification, are permitted provided that the following conditions are met:
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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.Meshing
{
internal class Extruder
{
public float startParameter;
public float stopParameter;
public PhysicsVector size;
public float taperTopFactorX = 1f;
public float taperTopFactorY = 1f;
public float taperBotFactorX = 1f;
public float taperBotFactorY = 1f;
public float pushX = 0f;
public float pushY = 0f;
// twist amount in radians. NOT DEGREES.
public float twistTop = 0;
public float twistBot = 0;
public float twistMid = 0;
public float pathScaleX = 1.0f;
public float pathScaleY = 0.5f;
public float skew = 0.0f;
public float radius = 0.0f;
public float revolutions = 1.0f;
public float pathCutBegin = 0.0f;
public float pathCutEnd = 1.0f;
public ushort pathBegin = 0;
public ushort pathEnd = 0;
public float pathTaperX = 0.0f;
public float pathTaperY = 0.0f;
public Mesh Extrude(Mesh m)
{
startParameter = float.MinValue;
stopParameter = float.MaxValue;
// Currently only works for iSteps=1;
Mesh result = new Mesh();
Mesh workingPlus = m.Clone();
Mesh workingMiddle = m.Clone();
Mesh workingMinus = m.Clone();
Quaternion tt = new Quaternion();
Vertex v2 = new Vertex(0, 0, 0);
foreach (Vertex v in workingPlus.vertices)
{
if (v == null)
continue;
// This is the top
// Set the Z + .5 to match the rest of the scale of the mesh
// Scale it by Size, and Taper the scaling
v.Z = +.5f;
v.X *= (size.X * taperTopFactorX);
v.Y *= (size.Y * taperTopFactorY);
v.Z *= size.Z;
//Push the top of the object over by the Top Shear amount
v.X += pushX * size.X;
v.Y += pushY * size.X;
if (twistTop != 0)
{
// twist and shout
tt = new Quaternion(new Vertex(0, 0, 1), twistTop);
v2 = v * tt;
v.X = v2.X;
v.Y = v2.Y;
v.Z = v2.Z;
}
}
foreach (Vertex v in workingMiddle.vertices)
{
if (v == null)
continue;
// This is the top
// Set the Z + .5 to match the rest of the scale of the mesh
// Scale it by Size, and Taper the scaling
v.Z *= size.Z;
v.X *= (size.X * ((taperTopFactorX + taperBotFactorX) /2));
v.Y *= (size.Y * ((taperTopFactorY + taperBotFactorY) / 2));
v.X += (pushX / 2) * size.X;
v.Y += (pushY / 2) * size.X;
//Push the top of the object over by the Top Shear amount
if (twistMid != 0)
{
// twist and shout
tt = new Quaternion(new Vertex(0, 0, 1), twistMid);
v2 = v * tt;
v.X = v2.X;
v.Y = v2.Y;
v.Z = v2.Z;
}
}
foreach (Vertex v in workingMinus.vertices)
{
if (v == null)
continue;
// This is the bottom
v.Z = -.5f;
v.X *= (size.X * taperBotFactorX);
v.Y *= (size.Y * taperBotFactorY);
v.Z *= size.Z;
if (twistBot != 0)
{
// twist and shout
tt = new Quaternion(new Vertex(0, 0, 1), twistBot);
v2 = v * tt;
v.X = v2.X;
v.Y = v2.Y;
v.Z = v2.Z;
}
}
foreach (Triangle t in workingMinus.triangles)
{
t.invertNormal();
}
result.Append(workingMinus);
result.Append(workingMiddle);
int iLastNull = 0;
for (int i = 0; i < workingMiddle.vertices.Count; i++)
{
int iNext = (i + 1);
if (workingMiddle.vertices[i] == null) // Can't make a simplex here
{
iLastNull = i + 1;
continue;
}
if (i == workingMiddle.vertices.Count - 1) // End of list
{
iNext = iLastNull;
}
if (workingMiddle.vertices[iNext] == null) // Null means wrap to begin of last segment
{
iNext = iLastNull;
}
Triangle tSide;
tSide = new Triangle(workingMiddle.vertices[i], workingMinus.vertices[i], workingMiddle.vertices[iNext]);
result.Add(tSide);
tSide =
new Triangle(workingMiddle.vertices[iNext], workingMinus.vertices[i], workingMinus.vertices[iNext]);
result.Add(tSide);
}
//foreach (Triangle t in workingPlus.triangles)
//{
//t.invertNormal();
// }
result.Append(workingPlus);
iLastNull = 0;
for (int i = 0; i < workingPlus.vertices.Count; i++)
{
int iNext = (i + 1);
if (workingPlus.vertices[i] == null) // Can't make a simplex here
{
iLastNull = i + 1;
continue;
}
if (i == workingPlus.vertices.Count - 1) // End of list
{
iNext = iLastNull;
}
if (workingPlus.vertices[iNext] == null) // Null means wrap to begin of last segment
{
iNext = iLastNull;
}
Triangle tSide;
tSide = new Triangle(workingPlus.vertices[i], workingMiddle.vertices[i], workingPlus.vertices[iNext]);
result.Add(tSide);
tSide =
new Triangle(workingPlus.vertices[iNext], workingMiddle.vertices[i], workingMiddle.vertices[iNext]);
result.Add(tSide);
}
if (twistMid != 0)
{
foreach (Vertex v in result.vertices)
{
// twist and shout
if (v != null)
{
tt = new Quaternion(new Vertex(0, 0, -1), twistMid*2);
v2 = v * tt;
v.X = v2.X;
v.Y = v2.Y;
v.Z = v2.Z;
}
}
}
return result;
}
public Mesh ExtrudeCircularPath(Mesh m)
{
//startParameter = float.MinValue;
//stopParameter = float.MaxValue;
// Currently only works for iSteps=1;
Mesh result = new Mesh();
Quaternion tt = new Quaternion();
Vertex v2 = new Vertex(0, 0, 0);
Mesh newLayer;
Mesh lastLayer = null;
int start = 0;
int step;
int steps = 24;
float twistTotal = twistTop - twistBot;
if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 1.5) steps *= 2;
if (System.Math.Abs(twistTotal) > (float)System.Math.PI * 3.0) steps *= 2;
double percentOfPathMultiplier = 1.0 / steps;
double angleStepMultiplier = System.Math.PI * 2.0 / steps;
//System.Console.WriteLine("twistTop: " + twistTop.ToString() + " twistbot: " + twistBot.ToString() + " twisttotal: " + twistTotal.ToString());
float yPathScale = pathScaleY * 0.5f;
float skewStart = -skew;
float skewOffset = 0.0f;
float totalSkew = skew * 2.0f;
float startAngle = (float)(System.Math.PI * 2.0 * pathCutBegin * revolutions);
float endAngle = (float)(System.Math.PI * 2.0 * pathCutEnd * revolutions);
float stepSize = (float)0.2617993878; // 2*PI / 24 segments
step = (int)(startAngle / stepSize);
float angle = startAngle;
float xProfileScale = 1.0f;
float yProfileScale = 1.0f;
//System.Console.WriteLine("startAngle: " + startAngle.ToString() + " endAngle: " + endAngle.ToString() + " step: " + step.ToString());
bool done = false;
//System.Console.WriteLine(" PathScaleX: " + pathScaleX.ToString() + " pathScaleY: " + pathScaleY.ToString());
//System.Console.WriteLine("taperBotFactorX: " + taperBotFactorX.ToString() + " taperBotFactorY: " + taperBotFactorY.ToString()
// + " taperTopFactorX: " + taperTopFactorX.ToString() + " taperTopFactorY: " + taperTopFactorY.ToString());
do
{
float percentOfPath = 1.0f;
percentOfPath = (angle - startAngle) / (endAngle - startAngle); // endAngle should always be larger than startAngle
// System.Console.WriteLine("angle: " + angle.ToString() + " percentOfPath: " + percentOfPath.ToString());
if (pathTaperX > 0.001f) // can't really compare to 0.0f as the value passed is never exactly zero
xProfileScale = 1.0f - percentOfPath * pathTaperX;
else if (pathTaperX < -0.001f)
xProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperX;
else xProfileScale = 1.0f;
if (pathTaperY > 0.001f)
yProfileScale = 1.0f - percentOfPath * pathTaperY;
else if (pathTaperY < -0.001f)
yProfileScale = 1.0f + (1.0f - percentOfPath) * pathTaperY;
else yProfileScale = 1.0f;
float radiusScale;
if (radius > 0.001f)
radiusScale = 1.0f - radius * percentOfPath;
else if (radius < 0.001f)
radiusScale = 1.0f + radius * (1.0f - percentOfPath);
else radiusScale = 1.0f;
//radiusScale = 1.0f;
//System.Console.WriteLine("Extruder: radius: " + radius.ToString() + " radiusScale: " + radiusScale.ToString());
float twist = twistBot + (twistTotal * (float)percentOfPath);
float zOffset = (float)(System.Math.Sin(angle) * (0.5f - yPathScale)) * radiusScale;
float yOffset = (float)(System.Math.Cos(angle) * (0.5f - yPathScale)) * radiusScale;
float xOffset = 0.5f * (skewStart + totalSkew * (float)percentOfPath);
newLayer = m.Clone();
Vertex vTemp = new Vertex(0.0f, 0.0f, 0.0f);
if (twistTotal != 0.0f || twistBot != 0.0f)
{
Quaternion profileRot = new Quaternion(new Vertex(0.0f, 0.0f, -1.0f), twist);
foreach (Vertex v in newLayer.vertices)
{
if (v != null)
{
vTemp = v * profileRot;
v.X = vTemp.X;
v.Y = vTemp.Y;
v.Z = vTemp.Z;
}
}
}
Quaternion layerRot = new Quaternion(new Vertex(-1.0f, 0.0f, 0.0f), (float)angle);
foreach (Vertex v in newLayer.vertices)
{
if (v != null)
{
vTemp = v * layerRot;
v.X = xProfileScale * vTemp.X + xOffset;
v.Y = yProfileScale * vTemp.Y + yOffset;
v.Z = vTemp.Z + zOffset;
}
}
if (angle == startAngle) // last layer, invert normals
foreach (Triangle t in newLayer.triangles)
{
t.invertNormal();
}
result.Append(newLayer);
int iLastNull = 0;
if (lastLayer != null)
{
int i, count = newLayer.vertices.Count;
for (i = 0; i < count; i++)
{
int iNext = (i + 1);
if (lastLayer.vertices[i] == null) // cant make a simplex here
iLastNull = i + 1;
else
{
if (i == count - 1) // End of list
iNext = iLastNull;
if (lastLayer.vertices[iNext] == null) // Null means wrap to begin of last segment
iNext = iLastNull;
result.Add(new Triangle(newLayer.vertices[i], lastLayer.vertices[i], newLayer.vertices[iNext]));
result.Add(new Triangle(newLayer.vertices[iNext], lastLayer.vertices[i], lastLayer.vertices[iNext]));
}
}
}
lastLayer = newLayer;
// calc next angle
if (angle >= endAngle)
done = true;
else
{
angle = stepSize * ++step;
if (angle > endAngle)
angle = endAngle;
}
}
while (!done);
// scale the mesh to the desired size
float xScale = size.X;
float yScale = size.Y;
float zScale = size.Z;
foreach (Vertex v in result.vertices)
if (v != null)
{
v.X *= xScale;
v.Y *= yScale;
v.Z *= zScale;
}
return result;
}
}
}